// *************************************************************************************************
//
// MK3D Engine
// --------------------------------------
// Copyright (C) 2007-2011 Zeb (mailto: zebbey@gmail.com)
//
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
//
// *************************************************************************************************

#include "mk_header.h"
#include "mk_culling_processor_default.h"
#include "mk_scene_node.h"
#include "mk_camera.h"

namespace MK3DE
{
	CCullingProcessorDefault::CCullingProcessorDefault()
	{

	}

	CCullingProcessorDefault::~CCullingProcessorDefault()
	{

	}

	void CCullingProcessorDefault::Culling(CScene* scene, CCamera* camera, CullingResult& result)
	{
		__CullingSceneNode((CSceneNode*)scene, camera, result);
	}

	void CCullingProcessorDefault::__CullingSceneNode(CSceneNode* sceneNode, CCamera* camera, CullingResult& result)
	{
		for (DWORD e = 0; e < sceneNode->GetEntityCount(); ++e)
		{
			CEntity* entity = sceneNode->GetEntity(e);
			ENTITY_RENDER_TYPE entityRenderType = entity->GetRenderType();
			entity->ViewFrustumCulling(camera, result.vecEntity[entityRenderType]);
		}

		for (DWORD i = 0; i < sceneNode->GetChildCount(); ++i)
			__CullingSceneNode(sceneNode->GetChild(i), camera, result);
	}
}